Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game

Alternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion o...

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Main Author: Payette, Steve
Language:en
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/10393/20482
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spelling ndltd-LACETR-oai-collectionscanada.gc.ca-OOU.#10393-204822013-10-04T04:23:02ZPlaying with Reality: Frame Valuations and the 2012 Alternate Reality GamePayette, Stevealternate reality gametransmediasemiotictransvaluationframe analysisAlternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality.2011-12-13T19:56:21Z2011-12-13T19:56:21Z20122011-12-13Thèse / Thesishttp://hdl.handle.net/10393/20482en
collection NDLTD
language en
sources NDLTD
topic alternate reality game
transmedia
semiotic
transvaluation
frame analysis
spellingShingle alternate reality game
transmedia
semiotic
transvaluation
frame analysis
Payette, Steve
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
description Alternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality.
author Payette, Steve
author_facet Payette, Steve
author_sort Payette, Steve
title Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
title_short Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
title_full Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
title_fullStr Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
title_full_unstemmed Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
title_sort playing with reality: frame valuations and the 2012 alternate reality game
publishDate 2011
url http://hdl.handle.net/10393/20482
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